[RD][SFS] 2-01: Pact World Warriors (Inactive)

Game Master Andrew Harasty

Maplinks SFS 2-01: Pact World Warriors


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Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

Rilynn has +0/+0 for Acrobatics/Athletics. That serum may come in handy if we attempt plan 3. DC10 to move in zero-g, and I'd like a ruling on the use of Psychokinetic Hand to propel and/or maneuver oneself.

It's odd that we're given to be concerned with the Bulk of the flags in zero-g, where everything effectively has bulk=zero. Bulk correlates to weight, not mass, and that's why I asked if we want to have a discussion about it.

Dataphiles

Female human rocket girl 4 | SP 24/24 HP 28/28 | RP 7/7 | EAC 13; KAC 14 | Fort +1; Ref +5; Will +4 | Init: +1 | Perc: +4, SM: +4 | Speed 40ft | Zoey's playlist

Ok, I'm confused by the rules now. This is the first time I'm doing something in Zero-G.

Zero-g rules:

Zero Gravity
Movement in zero gravity (also referred to as zero-g) is not the same as flight. Controlled movement is difficult without some form of propulsion, and creatures without something to push off from often find themselves floating aimlessly. A creature in a zero-gravity environment can’t take move actions to move its speed, crawl, or take a guarded step. If a creature is adjacent to or in the same square as an object (including a wall, floor, or ceiling) or another creature one size category smaller than itself or larger, it can take a move action to push off that object or creature, moving at half its land speed in a direction of its choosing (as appropriate); if that object or creature is movable, it begins moving in the opposite direction at that same speed.

Moving in Zero-G: A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition (see page 276). If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zerogravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the offkilter condition.

If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 20 Acrobatics or Athletics check. Creatures that fly via methods that require an atmosphere, such as wings or turbofans, can’t use their fly speeds in a vacuum; once they reenter an atmosphere, they can recover and get their bearings within 1d4 rounds, after which they can fly normally. Magical flight and methods of flight that provide their own thrust, such as maneuvering jets, are not affected. A character in a zero-gravity environment can lift and carry 10 times her normal amount.
Weapons: Thrown weapons have their range increments multiplied by 10 in zero-g. In addition, all ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is.

So I push off at something, and move until I hit a wall? If I want to stop I need a DC 20 check? Or can I just gently push myself along the wall? What checks do I need to roll if I want to mirror the moves of that Vesk?

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

I was searching online and found a rule stating it's a DC10 to move along a wall unobstructed in zero-G. That seems appropriate. GM?

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

Thoughts on tactics: We expect them to come at us - they can't win if they don't. If Rilynn cannot force them to run all the way around the ship, they will likely go through that central section. We should have two member of our team flank the door on our side. Since they cannot shoot or move diagonally around a wall or door, that means we force them to enter the space between our team and we gain flanking bonus to hit. That also gives us the option to be able to support/cover Zoey if/when she runs into trouble. A third team member can hide in the latrine and wait for the enemy to move past, and we can gain flanking again and possibly surprise.

I put red squares on the map marking those three positions. We could hole up in home base but that leaves us with no options if they break through.

The flankers should each be able to move into position in round 1 and ready actions in round 2.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Can Tech or Rilynn check if the other team is also trying to hack the contest systems?

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence
T| "Tik" Fiver wrote:
Can Tech or Rilynn check if the other team is also trying to hack the contest systems?

My guess is they are not since they're on the move. Next round Rilynn will search for the hidden cache. I'll leave it to Tech to try if he wants.

Dataphiles

Female Human Mystic(Star Shaman)-7 | SP:42/42, HP:46/46, RP:6/6 | EAC:15, KAC:16 | F-2, R-4, W-8 | Init+2 | Perc+14 | Spells/day 1:0/4 2:4/4 3:3/3 | DB:1/1 | CG | 124312-718

Well Amy could go hide in the latrine as well as flooding it - assuming that's possible. GM? (she does have gill implants after all) but hiding in a latrine has been shown not to work well

Beacon Code Dilemma:
for the tiefling technomancer on the Amber Reconnoiter - at least when I ran it

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

Still waiting for GM to weigh on two important things: 1) Whether we need to do something with the flags once we get to them, or is simply claiming them enough to get the points? And 2) Can we use Psychokinetic Hand to affect zero-G movement?

If the answer to Question 2 is "Yes" then both ETH and Rilynn can use that spell as a weapon, forcing the enemy to make DC20 Acrobatics or Athletics checks to stabilize after we set them spinning in place. I would think Amy could the same with Telekinetic Projectile, but if not, you're no worse a shooter than I am.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Did not realize all the disucssion back here. But lets see:

1) at the end of the time (20 rounds) points are tallied. So you only have to hold the flag at the end. However if you are all knocked out it is moot.

2) Psychokinetic hand can be used to stabilize yourself if you become off-kilter, but not really good enough to help move. It does not have enough force to push someone else off-kilter.

Your suits do have magnetic boots if you choose to use them, as per the rules stated.

Shonvyzam drone is a flying stealth drone.

To make thing easier for moving. If you go at full speed you must make the Athletics/Acrobatics check to not be off-kilter. Otherwise you can move at half speed (climbing along the environment and using your magnetic boots) safely.

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

Thanks for the clarification!

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

GM is trying to win this - as he should! We need to step up our game if we hope to have any chance. The previous plan to make a dash for the Yellow flag was done without knowing what would happen when we go it. The subsequent clarification that we have to survive all 20 rounds changes everything. The whole ship is bottlenecks, but if we're smart we can use that to our advantage.

The rules allow us to shoot through each other but not around corners. To that effect, I'm confused at how the Drone was able to take a shot at Zoey. Are we using group initiative? Why has Zoey only moved half of her total distance based on our pull? We need to understand the mechanics of this combat.

Where the red square is now represents our first available choke point. If we get one of the other team into that corner we can get four of us in a line to shoot and heal each other. Thoughts?

Dataphiles

Female human rocket girl 4 | SP 24/24 HP 28/28 | RP 7/7 | EAC 13; KAC 14 | Fort +1; Ref +5; Will +4 | Init: +1 | Perc: +4, SM: +4 | Speed 40ft | Zoey's playlist

Zoey only moved 25 feet (I assumed Tik's roll mattered, and counted yours as an aid. Don't know, seemed fairer to me :). I thought GMs ruling (Thanks!) was already lenient enough as it was.

We can still salvage this situation if Rilynn or Tik comes up to snatch the flag. As long as we have that one, we can duke it out in bottlenecks.

Second Seekers (Luwazi Elsebo)

Skills:
Computers +10/ Culture+8/Engineering +10/Medicine+8/Phys Science +9/Piloting +7/ Prof. Repair Man+9/Sleight of Hand +8
M Elf SFS#186188-703 Outlaw Mechanic/2 SP 0/10 HP 8/16 | RP 4/5 | EAC 14; KAC 15 | Fort +2; Ref +6; Will +0 | Init: +7 | Perc: +7, SM: +0

That's pretty much what I proposed to begin with so I'm down. Even if they keep the yellow flag, if they never make it passed us or into the room, we win, we don't need the nuetral flag.

We have an 80 point lead on them before this game started, if they get the neutral flag and ours that's only 70 points. If we can focus them through a hallway and take them out one by one we're good as gold.
Edit to include: Everyone we take out increases our lead by 10 points, there's no way for them to win without a TPK on our side.

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

We tried for the yellow flag and failed. My vote is to cut our losses and refocus on the defensive plan.

ETH, would you take the lead position behind the red square? Then we need Amy to open the door to the latrine so she can fire down that line. We can rotate out for healing as necessary.

Dataphiles

Female human rocket girl 4 | SP 24/24 HP 28/28 | RP 7/7 | EAC 13; KAC 14 | Fort +1; Ref +5; Will +4 | Init: +1 | Perc: +4, SM: +4 | Speed 40ft | Zoey's playlist

No, we didn’t fail. Zoey is standing over the flag, and you or tik can just come and pick it up before any enemy can act.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

The thing that may need to be taken into account is that--per T|'s internal monologue--this is in part a game of ratings. Our team is ahead, and all we'd have to do in theory is button up and let them come to us--the equivalent of going to a ground offense in US football when your team is ahead, has possession, and it's close to the end of the game. If we do that, though, it's not very exciting, and it's possible that we'd somehow be penalized for that--enough to make a difference in a close contest. Besides, so far all we've done is show superiority in skills. We haven't demonstrated that we can compete head-to-head with another team, and I don't know if there isn't something else they can do if we cede area control to their team.

OTOH, if we can get and hold the yellow flag, we put the game away, showing off a bit in the process. It's a gamble, true, and we're inviting defeat in detail, but so are they.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Rilynn, do you have tool kits for engineering and hacking?

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence
T| "Tik" Fiver wrote:
Rilynn, do you have tool kits for engineering and hacking?

No, I hadn't thought of that for some reason. -2 to the lock check then.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

That was something I missed before I was building T|--the other two characters I have are a soldier who doesn't have any of the skills, and an exocortex mechanic. Mechanics have custom rig as a class feature, and it can substitute for any basic engineering or computers tool kit.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Is the mind thrust spell doing nonlethal damage?

Dataphiles

Female human rocket girl 4 | SP 24/24 HP 28/28 | RP 7/7 | EAC 13; KAC 14 | Fort +1; Ref +5; Will +4 | Init: +1 | Perc: +4, SM: +4 | Speed 40ft | Zoey's playlist
T| "Tik" Fiver wrote:
Is the mind thrust spell doing nonlethal damage?

If it's a true Mind Thrust, the caster would also need line of sight (i.e. no obscurement from smoke)

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Technically, mind thrust would still be lethal. However given the nature of the "game" i will still consider it non-lethal should anyone get knocked out.

Dataphiles

1 person marked this as a favorite.
Female human rocket girl 4 | SP 24/24 HP 28/28 | RP 7/7 | EAC 13; KAC 14 | Fort +1; Ref +5; Will +4 | Init: +1 | Perc: +4, SM: +4 | Speed 40ft | Zoey's playlist

Let’s not move the yellow flag. Can we instead focus on doing damage to the enemy team? It’s going to be hard for zoey to win this on her own.

We’ve edtablished you can’t mind blast anyone from the peephole. If you stand next to the door (one square north of it) you can hit mia moxie and still have cover. Can you soften her up a bit?

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

I'm fine with that. Rilynn would heal Tech if he and Amy switch spots.

Second Seekers (Luwazi Elsebo)

Skills:
Computers +10/ Culture+8/Engineering +10/Medicine+8/Phys Science +9/Piloting +7/ Prof. Repair Man+9/Sleight of Hand +8
M Elf SFS#186188-703 Outlaw Mechanic/2 SP 0/10 HP 8/16 | RP 4/5 | EAC 14; KAC 15 | Fort +2; Ref +6; Will +0 | Init: +7 | Perc: +7, SM: +0

I'm only 1 hp down and SP can't be healed up as far as I know, so you don't have to worry about healing me...yet.

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

GM has you down 5 HP. Is that wrong?

Second Seekers (Luwazi Elsebo)

Skills:
Computers +10/ Culture+8/Engineering +10/Medicine+8/Phys Science +9/Piloting +7/ Prof. Repair Man+9/Sleight of Hand +8
M Elf SFS#186188-703 Outlaw Mechanic/2 SP 0/10 HP 8/16 | RP 4/5 | EAC 14; KAC 15 | Fort +2; Ref +6; Will +0 | Init: +7 | Perc: +7, SM: +0

It hasn't been adjusted since I used my Healing Serum

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Tech. is back to down 5 HP after dodging the shock grenade. That came after drinking the serum

Acquisitives

2 people marked this as a favorite.
Male Android Cook 3 | SP 21/21 HP 25/25 | RP 6/6 | EAC 17; KAC 19 | Fort +3; Ref +3; Will +3 (all +2 vs spells/spell-like; +2 against mind-stuff, poison, disease) | Init: +2 | Perc: +0, SM: -2 | Speed 20ft | Active conditions: None.
Tech. wrote:

Dicebot has forsaken me

I WOULD NEVER FORSAKE YOU, TECH!

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Skills:
Computers +10/ Culture+8/Engineering +10/Medicine+8/Phys Science +9/Piloting +7/ Prof. Repair Man+9/Sleight of Hand +8
M Elf SFS#186188-703 Outlaw Mechanic/2 SP 0/10 HP 8/16 | RP 4/5 | EAC 14; KAC 15 | Fort +2; Ref +6; Will +0 | Init: +7 | Perc: +7, SM: +0

If I might offer some advice Rilynn:

In a PbP format it stalls the game for everyone to ask for a GM ruling before each action. If you are concerned about your intended action you can leave your full intended move (rolls included) in a spoiler for the GM, so that if they rule in the positive, they can move the game forward, or make the rolls required to determine the final result.

PbP is inherently slower than live games, so doing little quality of life things like that helps it from getting overly drawn out.

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

Yes, of course. In this case, it's not only about dice rolling. It looks like Shonyzam is blocking the way through the engine room. I'm not sure why he isn't moving, but my odds of getting past him conventionally are poor, so it may be a waste of a round to just run up against him and go nowhere and also block his movement. If I can move freely through him, it makes all the difference.

Dataphiles

Female human rocket girl 4 | SP 24/24 HP 28/28 | RP 7/7 | EAC 13; KAC 14 | Fort +1; Ref +5; Will +4 | Init: +1 | Perc: +4, SM: +4 | Speed 40ft | Zoey's playlist

Well, either Shonyzam sees you as ally, and you can pass by freely, or she doesn't and, well... then we know that...

Glad this is all non-lethal, so we can try some high-risk stuff. Love the shenanigans.

Second Seekers (Luwazi Elsebo)

Skills:
Computers +10/ Culture+8/Engineering +10/Medicine+8/Phys Science +9/Piloting +7/ Prof. Repair Man+9/Sleight of Hand +8
M Elf SFS#186188-703 Outlaw Mechanic/2 SP 0/10 HP 8/16 | RP 4/5 | EAC 14; KAC 15 | Fort +2; Ref +6; Will +0 | Init: +7 | Perc: +7, SM: +0

I understand, but if you leave in your post that you want to pass Shonyzam than the GM knows your intent and if they rule that you can, the GM can move us forward. It's just about convenience.

Right now we have

Ask GM - Wait for GM Ruling - Act - GM can Recap Round

What I'm proposing is

Ask GM ruling with proposed actions - GM Rules in Favor and Can recap round/ GM Rules against - You act - GM recaps Round

One of those paths is always 4 posts, the other can occasionally be 2.

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

I get your sentiment, and it's not that I disagree in principle. GM has demonstrated quite a lot of flexibility, and when players have either neglected to post or posted only partial actions, that has not slowed the action at all. We have a great GM and I did not foresee any problem asking a question that the RAW does not address. As a GM myself, and someone who checks Paizo multiple times daily for updates, I would much rather players are maximizing their options rather than defaulting for lack of rules clarity. I also would not want my players to create a post that was, "Here's four dice rolls and two different things I might do depending on rules - you sort it out." If I was taking two full days between posts that's one thing, but I'm not that kind of player. Starfinder is full of holes - we all know that. Getting rulings is part of the game.

Dataphiles

Female human rocket girl 4 | SP 24/24 HP 28/28 | RP 7/7 | EAC 13; KAC 14 | Fort +1; Ref +5; Will +4 | Init: +1 | Perc: +4, SM: +4 | Speed 40ft | Zoey's playlist

I'm not really getting why ETH cast Daze and not Mind Thrust.

Wayfinders

F Lashunta 1 | Mystic
Tag:
LN | SP 5 HP 10 RP 5 | EAC 12, KAC 13 | Fort -1; Ref +0; Will +6 | Init +0, Perc +8 | Spells: 1st (3/3) | Speed 30ft | Conditions: None

I thought i was out Mind Thrusts.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

AFAICT ETH has only used one, on the tiger. She wasn't able to cast any through the peephole.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Thanks everyone that was a lot of fun. I hope you enjoyed it.

Chronicles are ready. You can pick them up HERE!

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Thanks for running! And thanks to the other players for helping make it memorable!

Dataphiles

F Lashunta Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

Thanks GM!!

Dataphiles

Female human rocket girl 4 | SP 24/24 HP 28/28 | RP 7/7 | EAC 13; KAC 14 | Fort +1; Ref +5; Will +4 | Init: +1 | Perc: +4, SM: +4 | Speed 40ft | Zoey's playlist

Dark ending to this scenario...

---

Chronicle looks great! Thanks for running! (link)

And thanks everyone for being such a great team. Even though we were in the yearbook as 'least likely team to win a Zero-G deathmatch'...

Second Seekers (Luwazi Elsebo)

Skills:
Computers +10/ Culture+8/Engineering +10/Medicine+8/Phys Science +9/Piloting +7/ Prof. Repair Man+9/Sleight of Hand +8
M Elf SFS#186188-703 Outlaw Mechanic/2 SP 0/10 HP 8/16 | RP 4/5 | EAC 14; KAC 15 | Fort +2; Ref +6; Will +0 | Init: +7 | Perc: +7, SM: +0

Chronicle looks good, I look to more recruitments by you GM Gustavef.

Dataphiles

Female Human Mystic(Star Shaman)-7 | SP:42/42, HP:46/46, RP:6/6 | EAC:15, KAC:16 | F-2, R-4, W-8 | Init+2 | Perc+14 | Spells/day 1:0/4 2:4/4 3:3/3 | DB:1/1 | CG | 124312-718

Yes .. thank you very much ... and I hope my character gets to meet your characters again.

Wayfinders

F Lashunta 1 | Mystic
Tag:
LN | SP 5 HP 10 RP 5 | EAC 12, KAC 13 | Fort -1; Ref +0; Will +6 | Init +0, Perc +8 | Spells: 1st (3/3) | Speed 30ft | Conditions: None

Thank you very much! Very fun and exciting scenario! Thank you for running!

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

If you're looking to run the other Datch scenarios, I suspect we'd all be interested in continuing the plot line (as much as we can, considering levels and tiers).

Dataphiles

Female Human Mystic(Star Shaman)-7 | SP:42/42, HP:46/46, RP:6/6 | EAC:15, KAC:16 | F-2, R-4, W-8 | Init+2 | Perc+14 | Spells/day 1:0/4 2:4/4 3:3/3 | DB:1/1 | CG | 124312-718

I can't - used a replay for this.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

I have to figure out the next one to run. But I will give you all first pick. Though it won't be till after my PbPGameday games are done :)

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

I know the feeling...playing both specials might have been a tactical error.

The chronicle sheet looks fine, btw.

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